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DEV LOG • v2.1.0

RENDER CORE OVERHAUL: PATH TRACING IN THE BROWSER

BY ALEX CHEN

LEAD GRAPHICS ENGINEER

JAN 02, 2026

Since the inception of Kozumikku, our goal has been to democratize high-end rendering. Traditional engines require massive local compute power. With version 2.1, we are shifting the paradigm.

"We are attempting to simulate 60fps path tracing on a thin client user agent. It sounded impossible until today."

THE CLOUD RASTERIZATION PIPELINE

By offloading the heavy BVH (Bounding Volume Hierarchy) calculations to our distributed edge nodes, the user's browser only needs to handle the final compositing and UI overlay. This reduces the GPU load on the client device by approximately 85%.

We've achieved this through a custom WebGPU implementation that allows for zero-copy texture sharing between the network stream and the DOM.

// Kozumikku Stream Init

const stream = new Kozumikku.RenderStream({

mode: 'path_trace',

quality: 'ultra',

latency_compensation: true

});

await stream.connect();

WHAT THIS MEANS FOR INDIES

Small teams can now target photorealistic visuals without needing a farm of render nodes. Just open the browser, click "Bake", and the cloud handles the rest in seconds, not hours.